Hmm. Alright then. It's not too much of a bother, it's just something to get 
used to. And I guess hearing the sparkle sparkle of gems through walls isn't 
so bad. I mean, the most that'll happen is that I'll try to smash down the 
wall and completely fail. Haha
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Saturday, July 08, 2006 12:47 PM
Subject: Re: [Audyssey] Montezuma's Revenge patch released.


> Hi, Brandon.
> As for monsters that is as good as it gets besides totally altering the
> sound volume factor I have written for the game. That's as good as I can
> get it in my technical know-how and not use Virtual 3D buffers.
> DirectSound using true 3D wouldn't be able to handle more than  100
> sounds at once, and that is overkill for a 2D game.
> As for the sounds behind walls not much I can do about that one either
> without some very complex function to switch sounds on and off when you
> enter certain rooms.  The way it works now sounds are switched on when
> you get to a certain distance to it, and off when you are out of that
> distance. It doesn't matter of course if you are on the other side of
> the wall.
> Then, again in real life often times if you put your ear to a wall you
> can hear radios, tv sets, etc in certain rooms so this might be a
> realistic aspect depending on how thick the walls are.
>
>
>
>
> Brandon Cole wrote:
>> Patch works great, but I've noticed two things. First, it doesn't appear 
>> the
>> sound issue with monsters is completely fixed. Monsters are still 
>> striking
>> when they should still be a few feet away. Second, I've noticed that you 
>> can
>> hear through walls. Or at least, I think that's what the problem is. 
>> After
>> the first warp for instance, you can hear a gem on your left. If you go 
>> that
>> direction, however, you'll run into a wall. This isn't the only example, 
>> but
>> it's the most obvious and easy to find. Hope that helps.
>> Sincerely,
>> Brandon
>>
>
>
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